refactor(battle-node): unify IMatchingBridge.RegisterBattle signature
Single RegisterBattle(p1, p2?, type) with contract validation throws on invalid combinations (Pvp requires both; Bot requires p2==null; Scripted accepts either). PendingBattle carries Type + P1 + nullable P2. Handler + controller adapt; v1.2 behaviour preserved because Scripted is the only type used today (Phase 2 adds Pvp, Phase 3 adds Bot).
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@@ -1,12 +1,25 @@
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using SVSim.BattleNode.Sessions;
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namespace SVSim.BattleNode.Bridge;
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public interface IMatchingBridge
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{
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/// <summary>
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/// Mint a battle id, register a pending session for the given viewer with their per-battle
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/// MatchContext snapshot, and return the URL the client should open a socket to.
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/// Mint a battle id, register a pending session, return the URL the client should
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/// open a socket to.
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/// </summary>
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PendingMatch RegisterPendingBattle(long viewerId, MatchContext context);
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/// <remarks>
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/// Contract rules (enforced; throws <see cref="ArgumentException"/>):
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/// <list type="bullet">
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/// <item><c>Pvp</c>: <paramref name="p2"/> required. Both viewers expected to
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/// connect WS within 60s.</item>
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/// <item><c>Bot</c>: <paramref name="p2"/> must be null. One viewer expected;
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/// opponent runs in client.</item>
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/// <item><c>Scripted</c>: <paramref name="p2"/> currently null; future
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/// server-driven bot config rides on <paramref name="p2"/>.</item>
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/// </list>
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/// </remarks>
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PendingMatch RegisterBattle(BattlePlayer p1, BattlePlayer? p2, BattleType type);
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}
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public sealed record PendingMatch(string BattleId, string NodeServerUrl);
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